Monday, 26 November 2012
Saturday, 24 November 2012
Friday, 23 November 2012
Jack: What I've been working on.
I final realised I had some pictures from the trip to Kent still on my camera a couple weeks back and have been working on turn some into texture tiles or assest that can be used on a models UVW when the models are done ro even just a texture for flat object (pile of photos).
Also recently got blender which I've started to try and teach my self. But still waiting on getting a PC to use 3Dsmax.
Also recently got blender which I've started to try and teach my self. But still waiting on getting a PC to use 3Dsmax.
Thursday, 22 November 2012
Shed
I was kinder bored so decided to quickly make a really basic industrial shed, to go in the distance maybe. Just a rectangle with extra edge loop pulled up and textured really basic.
Monday, 19 November 2012
Saturday, 17 November 2012
Thursday, 15 November 2012
Stalker/Bad ghost before death
Stalker (possibly an Alfred, George or John?):
Close shaven hair however it would've been a blonde colour. Brown eyes which have some creasing around them due to too many squints?
Narrow face though a strong jaw-line. Clean shaven and typically "British" nose - see prince Charles ¬_¬
Keeps himself very clean and "prim". - Spoke to Katie about this before but is probably ex-military though
I was thinking air-force?
Often suit-type clothing and always polished shoes.
Rough sketch:
Wednesday, 14 November 2012
Window Tears
Bit of an issue that I found, for some reason faces on the border of the window are missing. Taking me a while to fix this to be honest.
Tuesday, 13 November 2012
Guess
Ok so just using common sense I'm going to try write out a list of what I think we'll be requiring for hand in. It seems odd to bring this up so late but I was hoping for something more concrete by now.
From looking at previous modules like The Arena I'm guessing hand in will be rather similar to this.
Outcome 1:
Produce a complete production bible.
This should include.
Introduction:
A short description (80-150 words) of the narrative concept. BLURB
A short description (80-150 words) of the general concept. GAMEPLAY
Write an explanation on why the gameplay is original.
Narrative Style:
write half a page explaining what we want to convey in the plot. Emotions we wish to induce.
Guidelines:
explain what sort of horror we are going for.
Visual Style:
Write a short description of what we want the game to look (80-150 words) like with visual representations from other games and screenshots of a few items we've made ourselves so far as a comparison. We want to pay special attention to the most important areas in the game, while navigation is mostly free we want to focus on the "arena". The most important areas will be the most detailed, we will use lighting to our advantage when it comes to texturing.
Ghosts
Ghost Rules
Character Breakdowns.
Setting
RESEARCH.
What we have accomplished, our starting point. Greyboxed house, example objects and textures. screenshots from unity.
Learning agreement?
List of roles- more polished than the last presentation.
Schedule from the 19th til May.
Outcome 2:
Pdf the blog, showing pre production work progression. Possibly timeline it out, visual representation of workflow.
Outcome 3:
For pre production, submit a short, individual portfolio of at least 4 pages (either PDF of word.docs) containing.
1. A short description, of your role in the project concept.
2. Background research in the form of images or similar projects, games, art and general inspiration.
3. Any test textures, sketches, models that are relevant for your work.
4. critical self evaluation (500 words, not less), you will critically discuss what contributions you made to pre production. This piece of writing will address the following questions: What were your goals? Did you achieve your goals? If not, how come? If so, what specifically went well? What would you specifically do differently next time? Which personal skills did you use? Which would you like to develop further?
From looking at previous modules like The Arena I'm guessing hand in will be rather similar to this.
Outcome 1:
Produce a complete production bible.
This should include.
Introduction:
A short description (80-150 words) of the narrative concept. BLURB
A short description (80-150 words) of the general concept. GAMEPLAY
Write an explanation on why the gameplay is original.
Narrative Style:
write half a page explaining what we want to convey in the plot. Emotions we wish to induce.
Guidelines:
explain what sort of horror we are going for.
Visual Style:
Write a short description of what we want the game to look (80-150 words) like with visual representations from other games and screenshots of a few items we've made ourselves so far as a comparison. We want to pay special attention to the most important areas in the game, while navigation is mostly free we want to focus on the "arena". The most important areas will be the most detailed, we will use lighting to our advantage when it comes to texturing.
Ghosts
Ghost Rules
Character Breakdowns.
Setting
RESEARCH.
What we have accomplished, our starting point. Greyboxed house, example objects and textures. screenshots from unity.
Learning agreement?
List of roles- more polished than the last presentation.
Schedule from the 19th til May.
Outcome 2:
Pdf the blog, showing pre production work progression. Possibly timeline it out, visual representation of workflow.
Outcome 3:
For pre production, submit a short, individual portfolio of at least 4 pages (either PDF of word.docs) containing.
1. A short description, of your role in the project concept.
2. Background research in the form of images or similar projects, games, art and general inspiration.
3. Any test textures, sketches, models that are relevant for your work.
4. critical self evaluation (500 words, not less), you will critically discuss what contributions you made to pre production. This piece of writing will address the following questions: What were your goals? Did you achieve your goals? If not, how come? If so, what specifically went well? What would you specifically do differently next time? Which personal skills did you use? Which would you like to develop further?
A lot of this is ripped from the arena project, I don;t think we can go far wrong if we just work on doing this for now. I think there should be 4 individual hand ins, but each with a copy of the power point, production bible and pdf of the blog.
Monday, 12 November 2012
So I made a person..
But i'm having trouble unwrapping her, I mean I know the basics from Tanguys class but the relax makes it go all loopy. Going to need help on this one. It'd be great to have her all unwrapped and painted for the presentation :) Also eyeballs and hair!
Sunday, 11 November 2012
Saturday, 10 November 2012
Friday, 9 November 2012
Cousin/Cheryl
Cousin:
Very similar facial features as the Grandmother, however plumper lips and her cheekbones less prominent
- generally more "healthy" looking.
Her hair, a lighter shade of brown is cut shorter into a bob, slightly cropped towards the back. Her eyes are
also rounder, and a dirty blue colour.
Clothes would be more modern but smart what with the times and city work, so I was thinking A blouse or
simple shirt, with some full length slim jeans or 3/4 length paired with some simple pups (maybe with
a bow on them?)
(Was thinking of suggesting Cheryl as a name, for either grandmother or cousin (it has french origins
however - but wasn't sure if that would work what with British/French alliances but im not sure which war)
Any who it means Darling so I dunno...)
Rough Sketch:
Thursday, 8 November 2012
Wednesday, 7 November 2012
This is from the course handbook, there is no unit handbook.
The Portfolio submission will comprise of these assessment tasks:
Task 1: A presentation of your ideas [min 10 slides] for your task 1 of this portfolio in
week 2 or 3 [10-15 minutes] using PowerPoint or other approved formats.
Task 2: You will be required to submit a number of outcomes which should include
workbooks, research files, work in progress using processing, character or environment
design in the development of 2D art, 3D art, drawn, diagnostic development of story and
treatment of devising a working game.
This is all the information we have about the actual hand in on the 19th of this month.
FUCK EVERYTHING. Bother. Going to have to bug a tutor about this.
Tuesday, 6 November 2012
Grandma
Grandmother (before death):
Deep brown hair which would fall towards her chest when let down, pulled into a low bun.
A small nose with a slight inwards sloping bridge.
Slightly narrowed hazel eyes and visible cheekbones and a small mouth.
Very much a "lady" in appearance.
Typical house-wife clothing for a woman during the war-time. However she would often have boots instead
of shoes due to farmland.
Rough Sketch:
Monday, 5 November 2012
Teddy Bear Texture
Just though it would be best to share the UVW texture, to show I'm actually doing work. First texture I've done on a UVW template.
Collected a few sample furs from CGTextures, only ended up using 2 and warping, cloning, painting on to and burning to make the texture.
Need ask Tanguy how using other channels works so can add eyes on separate channel. May just add eyes to current texture, if it isn't worth the hassle. Still would like to know though.
Popped the little guy into unity.
Ok for some reason whenever it's imported as a .obj the size is fine, it's as it is supposed to be in max, real world scale... but when it's an fbx it comes in tiny.
Layout Seperate
This is the layout of the house built in Maya, as shown in my previous post, but with the different floors seperated.
Progress
I have been working on the house when I am not working, at this stage I have completed the layout and placed the walls and door. All I need to do now is take sections of the outside and model them individually. This should be completed well before the 17th like Katie wanted.
Sunday, 4 November 2012
Saturday, 3 November 2012
MC/Aaron
MC/Aaron:
Short dirty blonde hair with a hint of a quiff at the front, (kept short for less hassle?).
Small Light blue eyes, a slightly arching nose, thin lips and a squared jaw. Faint stubble and hint of a
dimple in his left cheek (for character?! :D)
His eyes a shadowed slightly due to work tiring him out.
Generally smart clothing however a bit "ruffled" or just untidy.
Probably a dress shirt and jacket with no tie, any kind of trousers and old trainers for comfort.
An approachable guy, though a little cynical. He has a hard time believing in things unless they show them-
selves to him. He's also pretty collected, reacting to testing situations calmly or at least logically - for
example when the power runs out he goes to fix the problem, and upon his first encounter with the ghost
rather that run, his response is to get rid of it.
Rough Sketch:
So I had a little play in Unity
I had a quick play around with lighting and whatnot, I realise the scene is a little too dark but that was to try and make up for the starry night skybox, we're going to need a darker cloudier one for sure.
I made a working torch and attached a flash-light cookie to it. Overall the mood is alright, I'd like to try and make the base of the garden with someone elses help, no trees or anything but just the road leading up to the house and all the other flat features.
Environment
I'm going to start working on outsides environment, not trees or anything but i'll put some placeholders in and play around with effects and things... like mist.
Friday, 2 November 2012
Rooms
Ok so i'm thinking that these rooms should be offlimits during the demo
bedroom 2
bedroom 3
bathroom 2
Conservatory- although since the doors to conservatories are typically glass we would still need to create/texture the inside, although the lights would not be on and so it would not need to be intricate.
Bedroom 1- sisters room, can be made so only a small section would have to be modelled as she could be triggered to go in as the character is halfway down the hallway, not allowing the character to enter themselves.
Possibilities- not necessary but would still be nice for exploration purposes. Any of these could be discounted.
Larder
Dining Room
Bathroom
Piano Room
Living Room
Nursery
Bedroom 5- sisters room, would be very nice for exploration
Bathroom 3
Loo
bedroom 2
bedroom 3
bathroom 2
Conservatory- although since the doors to conservatories are typically glass we would still need to create/texture the inside, although the lights would not be on and so it would not need to be intricate.
Bedroom 1- sisters room, can be made so only a small section would have to be modelled as she could be triggered to go in as the character is halfway down the hallway, not allowing the character to enter themselves.
Possibilities- not necessary but would still be nice for exploration purposes. Any of these could be discounted.
Larder
Dining Room
Bathroom
Piano Room
Living Room
Nursery
Bedroom 5- sisters room, would be very nice for exploration
Bathroom 3
Loo
stage breakdown
Ok so a quick explanation of the gif I just posted up, deviations are allowed from this route but it is goal to goal based so here's a number by number breakdown.
1. Upon entering the house you have to find your aunt who came in before you, finding her in the kitchen with the coffin of your sister. After a short converstation it is decided to go to bed.
2. Your aunt leads you up the stairs, motioning you to follow her, she tells you that your bedroom is at the end of the corridor on the right through the study. You go in and settle down in bed.
3. You wake to a disturbance outside, looking out the window you decide to go out and investigate, you head downstairs towards the back door, finding a torch. Unfortunately the door is locked and there is no key to be found.
4. In order to get to the barn/disturbance you have to go around the entire house. Meaning that you have to exit out the front door.
5. Once out the front door you have to walk all the way around the outside of the house and through the garden to the barn, you discover some destruction/claw marks but decide it was just an animal of sorts. A key to the back door is found, allowing quicker access to the house. After entry the character re locks the door, after which strange noises come from the other side.
6. After re-entering the house, happy that there is no immediate danger, the character goes into the cellar to try and repair the fuse box, the attempt is unsuccessful and the character emerges into the kitchen to a scene of destruction where the first ghost attack takes place.
1. Upon entering the house you have to find your aunt who came in before you, finding her in the kitchen with the coffin of your sister. After a short converstation it is decided to go to bed.
2. Your aunt leads you up the stairs, motioning you to follow her, she tells you that your bedroom is at the end of the corridor on the right through the study. You go in and settle down in bed.
3. You wake to a disturbance outside, looking out the window you decide to go out and investigate, you head downstairs towards the back door, finding a torch. Unfortunately the door is locked and there is no key to be found.
4. In order to get to the barn/disturbance you have to go around the entire house. Meaning that you have to exit out the front door.
5. Once out the front door you have to walk all the way around the outside of the house and through the garden to the barn, you discover some destruction/claw marks but decide it was just an animal of sorts. A key to the back door is found, allowing quicker access to the house. After entry the character re locks the door, after which strange noises come from the other side.
6. After re-entering the house, happy that there is no immediate danger, the character goes into the cellar to try and repair the fuse box, the attempt is unsuccessful and the character emerges into the kitchen to a scene of destruction where the first ghost attack takes place.
Ok...
I realise this looks stupidly rough but it's a basic guide to the outside environment, internal basic blueprints incoming, when I've sorted those out i'm going to draw on a walkthrough so we can figure out which rooms we need for the demo...
I know it looks stupid but hopefully it's useful.
Thursday, 1 November 2012
Slight Slow
So after the trip things have quietened down on here a fair bit, I apologise for my lack of input, after the trip mine and Chloes boiler decided to die on us and the past couple days have mainly been sitting all wrapped up in front of an electric heater. CRAIG I dunno what stage you're at but we don't have much time left so I think don't make the room separately and just get the house grey boxed out, then we can focus on one of the rooms in there. I'll knock up some more blueprints with a list of where we can go during the demo and where we cant. I want to get this done by the 17th, giving us a couple days to sort things out.
Chloe-Finish character information and concepts.
Jack- Finish up any textures we need and try some unwrapping (I'm putting up photos from the trip in a little bit)
Craig-Greybox out the house and then detail a single bedroom.
Katie- Create a visual walkthrough for the game using blueprints, put all photographs up online and elaborate on the production bible.
Chloe-Finish character information and concepts.
Jack- Finish up any textures we need and try some unwrapping (I'm putting up photos from the trip in a little bit)
Craig-Greybox out the house and then detail a single bedroom.
Katie- Create a visual walkthrough for the game using blueprints, put all photographs up online and elaborate on the production bible.
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